diff options
| author | azhirnov <zh1dron@gmail.com> | 2020-10-15 18:21:00 +0000 |
|---|---|---|
| committer | azhirnov <zh1dron@gmail.com> | 2020-10-15 18:21:00 +0000 |
| commit | 0fe2f25bf315c7955c84b647f93a2027ab92a702 (patch) | |
| tree | effc288a9e3a3c0f0cfbc34a5a10241b6b4b6f52 /PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp | |
| parent | Updated light scattering FX to match the API 240071 (diff) | |
| download | DiligentFX-0fe2f25bf315c7955c84b647f93a2027ab92a702.tar.gz DiligentFX-0fe2f25bf315c7955c84b647f93a2027ab92a702.zip | |
Fixed compilation after PSO refactoring
Diffstat (limited to 'PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp')
| -rw-r--r-- | PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp index 775fa4e..5327bae 100644 --- a/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp +++ b/PostProcess/EpipolarLightScattering/src/EpipolarLightScattering.cpp @@ -188,21 +188,21 @@ void EpipolarLightScattering::RenderTechnique::InitializeFullScreenTriangleTechn const DepthStencilStateDesc& DSSDesc = DSS_Default, const BlendStateDesc& BSDesc = BS_Default) { - PipelineStateCreateInfo PSOCreateInfo; - PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; + GraphicsPipelineStateCreateInfo PSOCreateInfo; + PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; PSODesc.Name = PSOName; PSODesc.ResourceLayout = ResourceLayout; - auto& GraphicsPipeline = PSODesc.GraphicsPipeline; + auto& GraphicsPipeline = PSOCreateInfo.GraphicsPipeline; GraphicsPipeline.RasterizerDesc.FillMode = FILL_MODE_SOLID; GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; GraphicsPipeline.RasterizerDesc.FrontCounterClockwise = true; GraphicsPipeline.DepthStencilDesc = DSSDesc; GraphicsPipeline.BlendDesc = BSDesc; - GraphicsPipeline.pVS = VertexShader; - GraphicsPipeline.pPS = PixelShader; + PSOCreateInfo.pVS = VertexShader; + PSOCreateInfo.pPS = PixelShader; GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; GraphicsPipeline.NumRenderTargets = NumRTVs; GraphicsPipeline.DSVFormat = DSVFmt; @@ -211,7 +211,7 @@ void EpipolarLightScattering::RenderTechnique::InitializeFullScreenTriangleTechn PSO.Release(); SRB.Release(); - pDevice->CreatePipelineState(PSOCreateInfo, &PSO); + pDevice->CreateGraphicsPipelineState(PSOCreateInfo, &PSO); } void EpipolarLightScattering::RenderTechnique::InitializeFullScreenTriangleTechnique( @@ -233,16 +233,16 @@ void EpipolarLightScattering::RenderTechnique::InitializeComputeTechnique(IRende IShader* ComputeShader, const PipelineResourceLayoutDesc& ResourceLayout) { - PipelineStateCreateInfo PSOCreateInfo; - PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; + ComputePipelineStateCreateInfo PSOCreateInfo; + PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; - PSODesc.Name = PSOName; - PSODesc.ResourceLayout = ResourceLayout; - PSODesc.PipelineType = PIPELINE_TYPE_COMPUTE; - PSODesc.ComputePipeline.pCS = ComputeShader; + PSODesc.Name = PSOName; + PSODesc.ResourceLayout = ResourceLayout; + PSODesc.PipelineType = PIPELINE_TYPE_COMPUTE; + PSOCreateInfo.pCS = ComputeShader; PSO.Release(); SRB.Release(); - pDevice->CreatePipelineState(PSOCreateInfo, &PSO); + pDevice->CreateComputePipelineState(PSOCreateInfo, &PSO); } void EpipolarLightScattering::RenderTechnique::PrepareSRB(IRenderDevice* pDevice, IResourceMapping* pResMapping, Uint32 Flags = BIND_SHADER_RESOURCES_KEEP_EXISTING | BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED) @@ -1967,8 +1967,8 @@ void EpipolarLightScattering::RenderSampleLocations() auto pRenderSampleLocationsPS = CreateShader(m_FrameAttribs.pDevice, "RenderSampling.fx", "RenderSampleLocationsPS", SHADER_TYPE_PIXEL, Macros); - PipelineStateCreateInfo PSOCreateInfo; - PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; + GraphicsPipelineStateCreateInfo PSOCreateInfo; + PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; PSODesc.ResourceLayout.DefaultVariableType = SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE; // clang-format off @@ -1982,19 +1982,19 @@ void EpipolarLightScattering::RenderSampleLocations() PSODesc.ResourceLayout.NumVariables = _countof(Vars); PSODesc.Name = "Render sample locations PSO"; - auto& GraphicsPipeline = PSODesc.GraphicsPipeline; + auto& GraphicsPipeline = PSOCreateInfo.GraphicsPipeline; GraphicsPipeline.RasterizerDesc.FillMode = FILL_MODE_SOLID; GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; GraphicsPipeline.RasterizerDesc.FrontCounterClockwise = true; GraphicsPipeline.DepthStencilDesc = DSS_DisableDepth; GraphicsPipeline.BlendDesc = BS_AlphaBlend; - GraphicsPipeline.pVS = pRenderSampleLocationsVS; - GraphicsPipeline.pPS = pRenderSampleLocationsPS; + PSOCreateInfo.pVS = pRenderSampleLocationsVS; + PSOCreateInfo.pPS = pRenderSampleLocationsPS; GraphicsPipeline.NumRenderTargets = 1; GraphicsPipeline.RTVFormats[0] = m_BackBufferFmt; GraphicsPipeline.DSVFormat = m_DepthBufferFmt; GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; - m_FrameAttribs.pDevice->CreatePipelineState(PSOCreateInfo, &RenderSampleLocationsTech.PSO); + m_FrameAttribs.pDevice->CreateGraphicsPipelineState(PSOCreateInfo, &RenderSampleLocationsTech.PSO); RenderSampleLocationsTech.PSO->BindStaticResources(SHADER_TYPE_VERTEX | SHADER_TYPE_PIXEL, m_pResMapping, BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED); RenderSampleLocationsTech.SRB.Release(); @@ -2751,10 +2751,10 @@ void EpipolarLightScattering::RenderSun(TEXTURE_FORMAT RTVFormat, auto& RenderSunTech = m_RenderTech[RENDER_TECH_RENDER_SUN]; if (RenderSunTech.PSO) { - const auto& PSODesc = RenderSunTech.PSO->GetDesc(); - if (PSODesc.GraphicsPipeline.RTVFormats[0] != RTVFormat || - PSODesc.GraphicsPipeline.DSVFormat != DSVFormat || - PSODesc.GraphicsPipeline.SmplDesc.Count != SampleCount) + const auto& GraphicsPipeline = RenderSunTech.PSO->GetGraphicsPipelineDesc(); + if (GraphicsPipeline.RTVFormats[0] != RTVFormat || + GraphicsPipeline.DSVFormat != DSVFormat || + GraphicsPipeline.SmplDesc.Count != SampleCount) { RenderSunTech.PSO.Release(); RenderSunTech.SRB.Release(); @@ -2766,8 +2766,8 @@ void EpipolarLightScattering::RenderSun(TEXTURE_FORMAT RTVFormat, RefCntAutoPtr<IShader> pSunVS = CreateShader(m_FrameAttribs.pDevice, "Sun.fx", "SunVS", SHADER_TYPE_VERTEX); RefCntAutoPtr<IShader> pSunPS = CreateShader(m_FrameAttribs.pDevice, "Sun.fx", "SunPS", SHADER_TYPE_PIXEL); - PipelineStateCreateInfo PSOCreateInfo; - PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; + GraphicsPipelineStateCreateInfo PSOCreateInfo; + PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc; PSODesc.ResourceLayout.DefaultVariableType = SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE; // clang-format off @@ -2780,19 +2780,19 @@ void EpipolarLightScattering::RenderSun(TEXTURE_FORMAT RTVFormat, PSODesc.ResourceLayout.NumVariables = _countof(Vars); PSODesc.Name = "Render Sun"; - auto& GraphicsPipeline = PSODesc.GraphicsPipeline; + auto& GraphicsPipeline = PSOCreateInfo.GraphicsPipeline; GraphicsPipeline.RasterizerDesc.FillMode = FILL_MODE_SOLID; GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; GraphicsPipeline.RasterizerDesc.FrontCounterClockwise = true; GraphicsPipeline.DepthStencilDesc = DSS_CmpEqNoWrites; - GraphicsPipeline.pVS = pSunVS; - GraphicsPipeline.pPS = pSunPS; + PSOCreateInfo.pVS = pSunVS; + PSOCreateInfo.pPS = pSunPS; GraphicsPipeline.NumRenderTargets = 1; GraphicsPipeline.RTVFormats[0] = RTVFormat; GraphicsPipeline.DSVFormat = DSVFormat; GraphicsPipeline.SmplDesc.Count = SampleCount; GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP; - m_FrameAttribs.pDevice->CreatePipelineState(PSOCreateInfo, &RenderSunTech.PSO); + m_FrameAttribs.pDevice->CreateGraphicsPipelineState(PSOCreateInfo, &RenderSunTech.PSO); RenderSunTech.PSO->BindStaticResources(SHADER_TYPE_VERTEX | SHADER_TYPE_PIXEL, m_pResMapping, BIND_SHADER_RESOURCES_VERIFY_ALL_RESOLVED); RenderSunTech.SRBDependencyFlags = SRB_DEPENDENCY_CAMERA_ATTRIBS; |
